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Update README.md
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ab8809 committed Sep 10, 2019
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@@ -405,4 +405,5 @@ Even when no force (and therefore no acceleration) is affecting the Player objec
* When calculating the acceleration, we do force / mass. A division in C++ code takes more clock cycles than multiplication. How could we improve this calculation?
* Add more forces to the Particle such as drag or wind.
* Add some debugging to your project so you can get a better understanding of how the Particle is updated.
* Add keyboard controls for movement in the other axes.
* Make it so there is one object that is affected by the keyboard and others that are affected by forces for your coursework.

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